First, I just want to say that I'm the one that started the redistribution of the newest map as v1.45M. Rename your files or other people will do it for you. =p
BugsThe Assassin's level 2 turns DM's Orb into a neutral unit that remains after the spell ends. It's basically free experience, the DM can have 3 Orbs spawned even if they only control one. The other two will sit there and net something ridiculous for the other team, 15 exp or more per kill. Remove the Orbs maybe, but don't just leave them there as free kills. This probably affects other hero unit spawns as well, not sure.
The DM's L4 lasts after a death and subsequent respawn.
Balance- The Mech is still too good. Level 4 is nuts, it's an auto-kill the first time you spring it on someone and you can get a few more afterwards. Vulture + Micro counters most classes, and Tank + Micro counters the others. On top of that, the L4 is easily the best damage doing spell in the game. (As for the 4000--->2700 calculation, consider he was discussing Temple damage, where you fired on a Zealot. Tank damage > Vulture damage, Explosive > Concussive.)
- I realize that Mutalisks do more damage, but they are very unwieldy and require your opponent to be unmoving to really be effective. I've had more success selecting 12 and manually firing with just them than just letting them all stack on me and trying to get them to auto-fire.
- The Assassin's L1 is still way too good. Perhaps as a result of adding the charge up nerf, make the L4 much more effective in the end-game, give +80 per upgrade instead of +20. Because it's no longer at all effective in killing the temple, it's a pretty weak spell after opponents pass the 1800+20x threshold. You'll rarely get kills unless it's combined with a teammate's hit too, or with a stun and double-cast (290 mana....).
- Marine as a tank is really really really good. Lower life or give +2 per upgrade are my thoughts.
- As for ally killing, restructuring the entire kills-->experience system would be a task but it probably should be done at some point. I'm just unsure of if the triggers will run fast enough for them to work correctly with simultaneous killings, especially with hero and special unit killing where the experience gained is significant, or splash damage causes massive amounts of kills.
- Fast mass assimilators is hugely effective, resulting in an enormous monetary gain with little risk, even more so in 2v2. My suggestion is that killing assimilators should net more than the current 4 exp. Perhaps 10-12 or so would be effective.
- Cannons are still too hard to hurt; spawns need to be able to damage them for upgrading spawns to be worthwhile.
Finally- Having 3 lives really eliminates the point of nested victories, or at least simplifies that to the only true nested victory. You can control the entire map and a team with a Mech, Mutant or Assassin class can just sit, wait until night, and try to get some cheap PK's with Barrage, Burrowed lurkers, or Decapitate when you're occupied and "win" the game. This is really my last unmentioned issue with the map. I agree that it makes things simpler, but it really makes the focus of the game player killing instead of overall victory. You might as well not have the temple or warp gates, because risking a life to deal some damage to them just isn't worth it in the long run, you'll likely die.
I'd like to see deaths simply delay your respawn a duration based on your level (yes... like DotA). Since there are many more levels in TS, I'd say 15 seconds plus a few seconds per level would be fitting. This inaction allows you to really gain an advantage from your kill, but it's not a game ender. Losing your money would be an option to consider as well.
Post has been edited 2 time(s), last time on Feb 24 2023, 12:27 pm by Decency.
None.